Luke Gabriel Ruiz
I’m Luke Gabriel Ruiz, a game designer specializing in Unreal Engine 5 and Blueprint scripting, with a focus on building readable, detail-driven gameplay systems from concept through iteration.
About
I’m Luke Gabriel Ruiz, a game designer specializing in Unreal Engine 5 and Blueprint scripting, with a focus on building readable, detail-driven gameplay systems from concept through iteration. I enjoy rapid prototyping, implementing interactive mechanics, and using playtesting to refine player experience—especially in areas like combat, progression, UI feedback, and level flow.
I’ve worked across design and level design on both capstone and studio projects, collaborating closely with art and technical teams while documenting requirements and tracking progress. Whether I’m designing progression and save/load systems for a rogue-lite shooter or creating interactive level elements and signposted challenge spaces for a runner, I aim to ensure players instantly understand what to do and why.
- 2 years' experience
- Joined March 2026
Languages
- EnglishFluent
Industry experience
- Gaming
- Media & Entertainment
- Software & Internet
- Computers & Electronics
Work experience· 6 roles
Collaborated with the game-design team during weekly meetings to align on gameplay systems, development progress, and design priorities for cohesive execution. Designed and implemented a non-interactable fish AI system using Niagara, including player proximity detection and flee behavior. Documented implementation details in the Game Design Document for in-software development clarity.
Designed 12+ levels across two maps for an adventure auto-runner. Introduced mechanics through low-risk spaces before combining into higher-difficulty challenges. Used signposting and environmental cues to guide decisions and added alternate paths to promote player choice. Iterated on difficulty through playtesting and weekly design reviews.
Designed gameplay systems for a third-person rogue-lite shooter emphasizing progression and combat. Implemented persistent progression, save/load systems, and unlockable player classes using Unreal Engine Blueprints. Created five combat HUD and feedback systems to improve player readability, including dynamic crosshairs, ability indicators, dash gauges, and reload feedback. Maintained team plans and track milestones in Jira to clearly convey system requirements.
Education
Salutatorian
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